Guides

Marvel’s Spider-Man 2 PC Optimization: Best Settings for Performance

Spider-Man 2 is out on PC, and although it’s a broken mess, the performance is relatively decent. The game constantly crashes regardless of the graphics settings and configuration. As you wait for a patch, here’s our optimization guide detailing the performance and visual implications of various settings. Spider-Man 2 features ray-traced lighting, upscaling, and frame generation, including DLSS 4. We tested the game in the sandstorm following Sandman’s siege on New York.

Windows/System Settings to Optimize

  • Enable Resizable BAR.
  • Turn on Game Mode.
  • Enable Hardware-accelerated GPU Scheduling (HAGS) and Windowed Optimizations.
  • Use the Windows “High Performance” power profile and set your GPU power management mode to the same.
  • Disable Memory Integrity. Windows Menu->VBS->Device Security.
  • Ensure you use the proper XMP/EXPO memory profile (if available).
  • Overclock your GPU if you’re narrowly missing the 60 FPS mark.
  • Here’s a guide with more detailed instructions.

Marvel’s Spider-Man 2: PC System Requirements

Low

  • Target: 720P @ 30 FPS
  • GPU: NVIDIA GeForce GTX 1650 / AMD Radeon RX 5500 XT
  • CPU: Intel Core i3-8100 / AMD Ryzen 3 3100
  • RAM: 16 GB
  • SSD Storage: 140 GB
  • OS: Windows 10/11 64-bit (version 1909 or higher)

Rec

  • Target: 1080P @ 60 FPS
  • GPU: NVIDIA GeForce RTX 3060 / AMD Radeon RX 5700
  • CPU: Intel Core i5-8400 / AMD Ryzen 5 3600
  • RAM: 16 GB
  • SSD Storage: 140 GB
  • OS: Windows 10/11 64-bit (version 1909 or higher)

High

  • Target: 1440P @ 60 FPS
  • GPU: NVIDIA GeForce RTX 3070 / AMD Radeon RX 6800
  • CPU: Intel Core i5-11400 / AMD Ryzen 5 5600
  • RAM: 16 GB
  • SSD Storage: 140 GB
  • OS: Windows 10/11 64-bit (version 1909 or higher)

High RT

  • Target: 1440P @ 60 FPS
  • GPU: NVIDIA GeForce RTX 4070 / AMD Radeon RX 7900 XT
  • CPU: Intel Core i5-11600K / AMD Ryzen 5 5600X
  • RAM: 16 GB
  • SSD Storage: 140 GB
  • OS: Windows 10/11 64-bit (version 1909 or higher)

Very High RT

  • Target: 1440P @ 60 FPS
  • GPU: NVIDIA GeForce RTX 4080 / AMD Radeon RX 7900 XTX
  • CPU: Intel Core i7-12700K / AMD Ryzen 9 5900X
  • RAM: 16 GB
  • SSD Storage: 140 GB
  • OS: Windows 10/11 64-bit (version 1909 or higher)

Ultimate RT

  • Target: 4K @ 60 FPS
  • GPU: NVIDIA GeForce RTX 4090
  • CPU: Intel Core i9-12900K / AMD Ryzen 7 7800X3D
  • RAM: 32 GB
  • SSD Storage: 140 GB
  • OS: Windows 10/11 64-bit (version 1909 or higher)

Spider-Man 2: Graphics & Resolution Scaling

Spider-Man 2 is relatively taxing, averaging just 80 FPS on the GeForce RTX 5090 at 4K, 121 FPS at 1440p, and 133 FPS at 1080p with all the graphics settings (except ray tracing) maxed out. FHD shows signs of a CPU bottleneck which we’ll analyze near the end.

With ray tracing enabled, the averages drop below 50 FPS at 4K with 1440p posting 71 FPS and 1080p at 81 FPS. Once again, the latter appears to be facing a CPU bottleneck which makes sense as the BVH construction is performed on the CPU rather than the GPU.

Test Setup

The performance scaling across the five graphics presets ranges between 40% and 45%, with the maximum quality settings slightly lowering the average further.

The very high quality mode renders superior ambient shadows. Dropping from the high to the medium-quality preset reduces geometric detail and distant shadow quality. Switching to low further reduces the shadow and geometric detail, and disables reflections. The lowest preset disables shadows and leaves little in the way of distant geometry.

Ray Tracing: Shadows, Reflections & Ambient Occlusion

Spider-Man 2 features ray-traced reflections, shadows, and ambient occlusion. As usual, ray tracing is quite taxing, reducing the average framerates by nearly 40% at the highest quality. You can reduce the BVH structure detail if only ray-traced reflections are enabled. This is useful in CPU-bound scenarios.

(Click here for 4K Image Comparison Slider)

Geometric Detail is automatically set to very high quality if ray-traced ambient occlusion or shadows are enabled. I suspect lower polygon versions adversely affect the shadow quality. Either way, reducing the RT geometric detail improves the performance by 7-8%.

All other RT settings were disabled
(Click here for 4K Image Comparison Slider of RT Geometry)

Enabling any ray-traced setting tanks the game’s performance by at least 20%. Beyond that, you lose another 5-10% more FPS depending on the quality and number of effects enabled.

All other RT settings were disabled

Ray-traced Reflections are the most taxing RT setting, granting an 8-10% performance boost when disabled. Switching from very high to high-quality ray-traced reflections grants a 5% uplift on the RTX 4090/RTX 5090.

  • Reducing the quality makes the reflections blurier, with much less detail, blocky, and more akin to blobs of different shapes and colors. This indicates a significant drop in ray count.
  • Reflection geometry reduces the detail of distant object reflections. The result is similar to lowering reflection quality but without the blurry or blocky aspect. Instead of the ray count, the casting objects’ detail is nerfed.
Mentioned RT Settings were disabled

Ray Traced Ambient Occlusion comes second, granting a 7-8% performance increase when disabled. If the other RT settings are disabled, switching to high-quality RTAO mode improves framerates by 6-7%. Otherwise, the FPS doesn’t change much.

  • Reducing the quality decreases the intensity of the ambient shadows. It also disables the larger, more prominent shadows.
If only RTAO is enabled, then reducing Object Range can grant an FPS boost of up to 8%

Object Range sets the distance (from the player) within which objects are considered for ray tracing. In other words, it sets the maximum distance rays can travel after being launched from the viewport/camera. It trivially impacts performance but can reduce visual fidelity by disabling ray-traced shadows and ambient occlusion for intermediate-distant objects.

Ray Traced Shadows are employed only for sun shadows, while those cast by artificial light are rendered using rasterized shadow maps. Additionally, reducing the object range renders raster shadows for intermediate to far-off objects.

  • When paired with other RT settings, the performance impact is nominal.
  • Reducing the quality decreases the shadow softness, producing more defined silhouettes.

Ray Traced Interiors enable the refraction of light as it passes through windows into apartments and offices. Instead of completely transparent glass windows, you get semi-transparent windows that refract and reflect light at the same time.

  • Enabling it costs almost nothing if RT reflections and/or shadows are also enabled.
  • Reducing the quality (Very High to High) decreases the resolution (ray count), making it more pixelated.

DLSS Ray Reconstruction: NVIDIA RTX 4090 vs. RTX 5090

DLSS Ray Reconstruction acts as more than just a denoiser in Spider-Man 2. It retains much of the ray traced shadow and ambient occlusion detail otherwise lost due to the low ray counts. By default, the game uses NVIDIA’s Real-Time Denoising which reduces noise by sampling pixels spatially and temporally. However, it’s not built to identify different ray-traced patterns like reflections and shadows.

RT Reflections are blurry around the edges and fail to retain thin geometry like railings, vegetation, and complex lighting data. Ray reconstruction eliminates the noise and produces more detailed reflections with finer color patterns.

RT Shadows are considerably more detailed with ray reconstruction, retaining more of the casting geometry detail. Like reflections, many finer shadows that are otherwise missed are retained. RTAO also loses much of its detail without reconstruction almost to the point of being redundant.

Ray Reconstruction reduces performance by 5-10% on RTX 40/50 series GPUs. Strangely, unlike the RTX 5090, the newer transformer model is almost as fast as the legacy CNN model on the RTX 4090.

Shadows & Reflections (Rasterized)

Shadow Quality adjusts the detail and softness of shadow maps. Ultra produces highly detailed soft shadows. The high and very high modes lose a fair bit of detail, while anything below renders defined, blocky shadows with limited detail.

  • Reducing the shadow quality can grant a 5-8% performance uplift, but we don’t recommend going below high.

Ambient Occlusion options include SSAO, HBAO+, and GTAO. GTAO produces the best quality and is about as fast as HBAO+. SSAO is the fastest but fails to tackle vegetation and perpendicular-facing edges.

  • The performance impact ranges from 6-8%. SSAO is the bare minimum for a modern gaming experience.
  • Screen Space Ambient Occlusion or SSAO is the most popular ambient occlusion algorithm. It uses screen space data from the depth buffer to calculate the occlusion around each pixel.
  • Horizon Based Ambient Occlusion or HBAO+ considers the horizon angle around each pixel to calculate the occlusion from different directions. It’s much more accurate with vegetation and thin geometry.
  • Ground Truth Ambient Occlusion or GTAO, similar to HBAO+, upgrades SSAO with a horizon-based approach but is supposed to be faster with better coverage for thin objects and surface edges.

Screen Space Reflections are used to render low-resolution reflections on specular surfaces. They’re mainly cast on water bodies and metallic/glass surfaces but are much less detailed than their ray-traced counterparts. The performance hit is negligible.

LOD, Traffic & Crowd Density

Level of Detail or LOD sets the geometric detail of various objects in the game, especially buildings, roads, and other man-made structures. Lower-quality options render flat surfaces with minimal 3D detail, which disables finer shadows. Distant vegetation is also culled at lower quality.

  • The performance impact of LOD varies from 4-6% (more prominent on weaker CPUs).

Crowd Density sets the number of NPCs roaming the city streets. It reduces framerates by 6-7% at the highest quality setting. We don’t recommend dropping below high.

Traffic Density adjusts the number of vehicles traversing the roads. It merely sets the gap between any two vehicles. Moreover, it barely impacts performance. Leave it at the highest value.

Hair & Weather Particle Quality

Hair Quality sets the detail of hair textures. Unfortunately, the visual difference between the highest and lowest quality is imperceptible. Framerates see a mild 2-4% drop at the highest option.

Weather Particle Quality defines particle resolution. Higher quality options render denser dust clouds, embers, and particulate matter. The lowest quality almost completely disables dust clouds. The performance is largely unaffected.

Upscaling & Frame Generation

Spider-Man 2 features NVIDIA DLSS 4, AMD FSR 3.1, and Intel XeSS 2 upscaling filters. Despite recent reports, DLSS 4 is the fastest on GeForce GPUs. It improves performance by over 40% and 60% at quality and performance modes, respectively.

Frame Generation improves the average framerates by up to 90% at 4K maximum quality settings. DLSS 4-based frame generation is about as fast as FSR 3 but uses slightly more VRAM (+100-150 MB).

Spider-Man 2: VRAM Usage & Texture Quality

Spider-Man 2 uses up to 15 GB of graphics memory at 4K maximum quality settings. Disabling ray tracing brings it down to 13 GB while reducing the resolution to 1080p further drops it to 10 GB. QHD or 1440p requires 13 GB for ray tracing and a bit over 11 GB for mere rasterization.

Reducing the graphics settings (at 4K) decreases the VRAM usage to 12 GB at “Very High,” 11 GB at “High,” and 10 GB at “Medium” and below.

Texture filtering and other excluded settings like field of view, bloom, and blur effects don’t impact performance by a notable degree.

Spider-Man 2: CPU Bottlenecks

Spider-Man 2 is mildly CPU-bound on older processors. We recorded a GPU-Busy deviation of 14% at 1080p with ray tracing and 12% without it. QHD/1440p and 4K were completely GPU-bound across all scenarios tested.

1080p RT Max

Spider-Man 2 Performance Summary

Most users should be able to run Spider-Man 2 without rasterization, at least with upscaling. Ray tracing will require frame generation, and DLSS ray reconstruction for the best results. Luckily combining upscaling and frame generation should be sufficient to run the game at maximum settings on most RTX 30 and RTX 40 series GPUs at the resolutions recommended at the end:

  • Radeon gamers might want to disable ray tracing for the best performance.
  • Lower-end RTX players should consider disabling ray reconstruction for a playable experience with ray tracing enabled.
  • The below-chart highlights the performance impact of enabling individual RT settings:

Spider-Man 2: Optimized Settings for PC

Graphics OptionsHigh-endMidrangeLow-end
Resolution4K (3840 x 2160)1440p (2560 x 1440)1080p (1920 x 1080)
FPS Target60 FPS+60 FPS60 FPS
Texture QualityVery HighVery HighHigh (Very High for 12 GB)
Texture Filtering16x AF16x AF16x AF
Ray Traced ReflectionsVery HighHighOff
Ray Traced ShadowsVery HighVery HighOff
Ray Traced AOVery HighHighOff
Reflection GeometryVery HighVery HighOff
Object Range1010Off
DLSS Ray ReconstructionTransformerTransformerOff
ShadowsUltraUltraUltra
Ambient OcclusionGTAO
Screen Space ReflectionsHighHighHigh
LODUltraUltraUltra
Traffic DensityVery HighVery HighVery High
Crowd DensityUltraUltraUltra
Hair QualityVery HighVery HighVery High
Weather Particle QualityVery HighVery HighVery High
FOV+25+25+25
Upscaling (DLSS/FSR)PerformancePerformanceBalanced
Frame GenerationOnOnOff
High-end (4K)Mid-range (1440p)Low-end (1080p)
CPUCore i7-13700K|Ryzen 7 7700XCore i5-12600K|Ryzen 5 7600 Core i5-12400
AMD Ryzen 5 3600
GPUGeForce RTX 4090GeForce RTX 4070 SuperRTX 3060|RTX 4060
Memory32GB (dual-channel)16GB (dual-channel)Less than: 16GB (dual-channel)

Graphics OptionsRTX 4090RTX 4080 SuperRTX 4070 TiRTX 4070 SuperRTX 4070
Resolution4K (3840 x 2160)4K (3840 x 2160)1440p (2560 x 1440)1440p (2560 x 1440)1440p (2560 x 1440)
FPS Target60 FPS~60 FPS60 FPS60 FPS60 FPS
Texture QualityVery HighVery HighVery HighVery HighVery High
Texture Filtering16x AF16x AF16x AF16x AF16x AF
Ray Traced ReflectionsVery HighHighVery HighVery HighVery High
RT InteriorsVery HighOffVery HighVery HighVery High
Ray Traced ShadowsVery HighOffVery HighVery HighVery High
Ray Traced AOVery HighOffVery HighVery HighVery High
Reflection GeometryVery HighHighVery HighVery HighVery High
Object Range1061066
DLSS Ray ReconstructionTransformerOffTransformerTransformerCNN
ShadowsUltraUltraUltraUltraUltra
Ambient OcclusionSSAO
Screen Space ReflectionsHighHighHighHighHigh
LODUltraVery High/HighUltraUltraVery High
Traffic DensityVery HighVery HighVery HighVery HighVery High
Crowd DensityUltraHighUltraUltraHigh
Hair QualityVery HighVery HighVery HighVery HighVery High
Weather Particle QualityVery HighVery HighVery HighVery HighVery High
FOV+25+25+25+25+25
Upscaling (DLSS/FSR)PerformancePerformanceBalancedPerformancePerformance
Frame GenerationOnOnOnOnOn

Spider-Man 2: Best Settings for Low-end PC

Spider-Man 2 requires frame generation for 60 FPS and above regardless of your resolution. Sure, you can reduce the graphics settings to medium or low and enable performance mode upscaling, but that won’t produce the best visuals. Fortunately, this game features FSR 3.1-based frame generation which works on every graphics card. Here’s our add-on guide for budget and low-end PCs.

Graphics OptionsRTX 3060 12 GBRTX 3060 TiRTX 4060
Resolution1080p (1920 x 1080)1080p (1920 x 1080)1080p (1920 x 1080)
FPS Target60 FPS60 FPS60 FPS
Texture QualityVery HighHighHigh
Texture Filtering16x AF16x AF16x AF
Ray Traced ReflectionsVery HighVery HighVery High
RT InteriorsOffOffOff
Ray Traced ShadowsOffOffOff
Ray Traced AOOffOffOff
Reflection GeometryHighVery HighVery High
Object Range666
DLSS Ray ReconstructionOffCNNTransformer
ShadowsUltraUltraUltra
Ambient OcclusionHBAO+GTAOGTAO
Screen Space ReflectionsHighHighHigh
LODUltraUltraUltra
Traffic DensityVery HighVery HighVery High
Crowd DensityHighUltraHigh
Hair QualityVery HighVery HighVery High
Weather Particle QualityVery HighVery HighVery High
FOV+25+25+25
Upscaling (DLSS/FSR)BalancedBalancedBalanced
Frame GenerationOnOnOff

Areej Syed

Processors, PC gaming, and the past. I have been writing about computer hardware for over seven years with more than 5000 published articles. Started off during engineering college and haven't stopped since. Find me at HardwareTimes and PC Opset.
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